Serialization v3 content PR (#3491)
* serv3 in shared pt 1 * beginning of deepclone api * progress in implementing ideepclone & serv3 in content * adds target * its cant hurt you it cant hurt you * more changes to content.server * adds dataclasses * almost there * renamed & edited entry * finishes refactoring content to use serv3 * gasmixture runtimes, next: reagentunit * fucin hell that was an annoying one * adds flags * fixes some yaml errors * removes comment * fixes generic components for now * removes todo actually clones values my god paul fixes bug involving resolving custom data classes from other proj renames dataclass fixes spritecomp adds WithFormat.Constants support * adds deepclone to ResistanceSet * adds a bunch of deepclone implementations adds a deepclone analyzer (TODO) adds a deep clone fallback for classes & structs * fixes a bunch of runtimes * adds deepclone to entityuid * adds generator to sln * gets rid of warnings * fixes * argh * componentdata refactors * more deepclone impl * heck me i reworked all of content deepclone * renames custom dataclasstarget * misc * reworks prototypes * deepclone nuke * renamed customdataclass attribute * fixes everything * misc fixed * the killcommit * getting there * changed yamlfieldattribute namespace * adds back iselfserialize * renames everything to data(field/definition) * ouch * Fix most errors on content * Fix more errors in content * Fix some components * work on tests * fixes some customdataclasses * fuggin shit * yes * yeas * Remove data classes * Data field naming fixes * arg * Git resetti RobustToolbox * Merge fixes * General fixes * Fix startup serialization errors * Fix DamageContainerPrototype when supported classes or types are null * Implement construction graph step type serializer * Fix up construction serialization * Fix up construction serialization part 2 * Fix null list in technology database component * Fix body serialization * Fix entity storage serialization * Fix actions serialization * Fix AI serialization * Fix reaction serialization * Fix body serialization * Fix grid atmosphere serialization * Rename IServ3Manager to ISerializationManager * Convert every non generic serializer to the new format, general fixes * Serialization and body system fix * pushinheritance fix * Update all prototypes to have a parent and have consistent id/parent properties * Merge fixes * smh my head * cuddling slaps * Content commit for engine PR * stuff * more fixes * argh * yes even you are fixed * changelog fixes * fixes seeds * argh * Test fixes * Add writing for alert order prototype * Fix alert order writing * FIX * its been alot ok * Fix the rest of the visualizers * Fix server alerts component tests * Fix alert prototype tests not using the read value * Fix alert prototype tests initializing serialization multiple times * THIS IS AN AMERICAN CODEBASE GOD BLESS THE USA * Add ImplicitDataDefinitionForInheritors to IMechanismBehavior Fixes the behaviors not being found * Fix NRE in strap component Good night to the 1 buckle optimization * Fix clothing component slot flags serialization tag * Fix body component in all components test * Merge fixes * ffs * Make construction graph prototype use serialization hooks * human yaml linted * a * Do the thing for construction * stuff * a * monke see yaml linter * LINT HARDER * Remove redundant todo * yes * Add skip hook argument to readers and copiers * we gamin * test/datafield fixes * adds more verbose validation * moves linter to action * Improve construction graph step type serializer error message * Fix ammo box component NRE * gamin * some updates to the linter * yes * removes that test * misc fixes * array fix priority fix misc fixes * adds proper info the validation * adds alwaysrelevant usa * Make yaml linter take half as long to run (~50% less) * Make yaml linter 5 times faster (~80% less execution time) * based vera being based * fixes mapsaving * warning cleanup & moves surpressor * removes old msbuild targets * Revert "Make yaml linter 5 times faster (~80% less execution time)" This reverts commit 3e6091359a26252c3e98828199553de668031c63. * Add -nowarn to yaml linter run configuration * Improve yaml linter message feedback * Make dependencies an argument instead of a property on the serialization manager * yamllinting slaps * Clean up type serializers * Move yaml linter code to its own method * Fix yaml errors * Change yaml linter action name and remove -nowarn * yaml linter please shut * Git resetti robust toolbox Co-authored-by: Paul <ritter.paul1+git@googlemail.com> Co-authored-by: DrSmugleaf <DrSmugleaf@users.noreply.github.com>
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@@ -5,9 +5,9 @@ using System.Linq;
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using System.Threading.Tasks;
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using Content.Server.GameObjects.Components.Body.Behavior;
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using Content.Server.GameObjects.Components.Chemistry;
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using Content.Server.GameObjects.Components.Culinary;
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using Content.Server.GameObjects.Components.GUI;
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using Content.Server.GameObjects.Components.Items.Storage;
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using Content.Server.GameObjects.Components.Culinary;
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using Content.Shared.Chemistry;
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using Content.Shared.GameObjects.Components.Body;
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using Content.Shared.Interfaces;
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@@ -18,23 +18,26 @@ using Robust.Shared.Audio;
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using Robust.Shared.GameObjects;
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using Robust.Shared.IoC;
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using Robust.Shared.Localization;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Serialization;
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using Robust.Shared.Serialization.Manager.Attributes;
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using Robust.Shared.ViewVariables;
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namespace Content.Server.GameObjects.Components.Nutrition
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{
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[RegisterComponent]
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[ComponentReference(typeof(IAfterInteract))]
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public class FoodComponent : Component, IUse, IAfterInteract
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{
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[Dependency] private readonly IEntitySystemManager _entitySystem = default!;
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public override string Name => "Food";
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[ViewVariables] private string _useSound = "";
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[ViewVariables] private string? _trashPrototype;
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[ViewVariables] private ReagentUnit _transferAmount;
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private UtensilType _utensilsNeeded;
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[ViewVariables] [DataField("useSound")] protected virtual string UseSound { get; set; } = "/Audio/Items/eatfood.ogg";
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[ViewVariables] [DataField("trash")] protected virtual string? TrashPrototype { get; set; }
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[ViewVariables] [DataField("transferAmount")] protected virtual ReagentUnit TransferAmount { get; set; } = ReagentUnit.New(5);
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[DataField("utensilsNeeded")] private UtensilType _utensilsNeeded = UtensilType.None;
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[ViewVariables]
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public int UsesRemaining
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@@ -48,38 +51,10 @@ namespace Content.Server.GameObjects.Components.Nutrition
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return solution.CurrentVolume == 0
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? 0
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: Math.Max(1, (int)Math.Ceiling((solution.CurrentVolume / _transferAmount).Float()));
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: Math.Max(1, (int)Math.Ceiling((solution.CurrentVolume / TransferAmount).Float()));
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}
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}
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public override void ExposeData(ObjectSerializer serializer)
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{
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base.ExposeData(serializer);
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serializer.DataField(ref _useSound, "useSound", "/Audio/Items/eatfood.ogg");
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serializer.DataField(ref _transferAmount, "transferAmount", ReagentUnit.New(5));
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serializer.DataField(ref _trashPrototype, "trash", null);
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serializer.DataReadWriteFunction(
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"utensils",
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new List<UtensilType>(),
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types => types.ForEach(type => _utensilsNeeded |= type),
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() =>
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{
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var types = new List<UtensilType>();
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foreach (var type in (UtensilType[]) Enum.GetValues(typeof(UtensilType)))
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{
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if ((_utensilsNeeded & type) != 0)
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{
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types.Add(type);
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}
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}
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return types;
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});
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}
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public override void Initialize()
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{
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base.Initialize();
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@@ -170,7 +145,7 @@ namespace Content.Server.GameObjects.Components.Nutrition
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return false;
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}
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var transferAmount = ReagentUnit.Min(_transferAmount, solution.CurrentVolume);
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var transferAmount = ReagentUnit.Min(TransferAmount, solution.CurrentVolume);
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var split = solution.SplitSolution(transferAmount);
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var firstStomach = stomachs.FirstOrDefault(stomach => stomach.CanTransferSolution(split));
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@@ -187,7 +162,7 @@ namespace Content.Server.GameObjects.Components.Nutrition
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firstStomach.TryTransferSolution(split);
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_entitySystem.GetEntitySystem<AudioSystem>()
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.PlayFromEntity(_useSound, trueTarget, AudioParams.Default.WithVolume(-1f));
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.PlayFromEntity(UseSound, trueTarget, AudioParams.Default.WithVolume(-1f));
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trueTarget.PopupMessage(user, Loc.GetString("Nom"));
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// If utensils were used
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@@ -204,7 +179,7 @@ namespace Content.Server.GameObjects.Components.Nutrition
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return true;
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}
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if (string.IsNullOrEmpty(_trashPrototype))
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if (string.IsNullOrEmpty(TrashPrototype))
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{
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Owner.Delete();
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return true;
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@@ -212,7 +187,7 @@ namespace Content.Server.GameObjects.Components.Nutrition
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//We're empty. Become trash.
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var position = Owner.Transform.Coordinates;
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var finisher = Owner.EntityManager.SpawnEntity(_trashPrototype, position);
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var finisher = Owner.EntityManager.SpawnEntity(TrashPrototype, position);
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// If the user is holding the item
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if (user.TryGetComponent(out HandsComponent? handsComponent) &&
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